New GM–Session 10

This week, naturally, I erred on the side of too much preparation, and ended up not using everything I had prepared. While this is not the end of the world, it does mean I have to remember most of the prepared information for a week or two extra.

Keen as they were to discover who was behind the murders, the party forged ahead, following the leads that they’d dug up the previous week. They headed out of town to the nearby asylum to investigate a witness to the recent murder. They decided to ride their horses as it was a fair walk. Using their letter of introduction obtained from the sheriff, the PCs insisted on being let into the asylum to interrogate the prisoner.

It was clear that everyone was a bit rusty after the long break, as the ranger forgot his faithful animal companion in town, and none of the PCs bothered to tether their horses when they went inside the asylum. This was convenient for the owner of the asylum, however, as he and his accomplices stole the horses when they fled (mistakenly believing that the PCs had arrived to expose the horrible experiments that were being conducted on the asylum patients.)

The set of encounters in the asylum took longer than I had anticipated, so we ended as the PCs returned to town, only to be greeted by a near-mad farmer claiming that there were ‘walking scarecrows’ terrorising the nearby farms.

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